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Messages - Xol!

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Who wants xp?

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Added you on steam, I do some fraps stuff and (bad) video editing from time to time.

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Diplomacy / Re: War of the Birds
« on: April 04, 2013, 02:07:31 am »
Cheep chirp peep caw caw hoot cluck (゜v゜)  quack squawk warble

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Diplomacy / Re: War of the Birds
« on: April 03, 2013, 11:34:09 pm »
Can we start fighting our real targets yet?

(cue wild speculation and drama)

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Faction Halls / Re: CHAOS - War is Hell (NA Faction)
« on: March 25, 2013, 03:07:14 am »
crpg clan more like terraria clan

(click to show/hide)

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My major complaint with the old system was that you had to be rank 9 to use the armoury (also giving you accept/kick/bank/rank permissions).  To be completely honest, that's still the case, because items have to returned to the armoury before they can be lended out again.  Most players won't be courteous enough or remember to put their items back when they're done (and even less likely to do so if there's a daily fee).  On top of that, if you're rank 9, you can only return the items, you can't lend them to specific people, so you need to switch to any supporters you want to borrow things on.

My suggestion to streamline the system and reduce the rank requirement would be to add an additional permission level at rank 6.  At this rank, on the 'items' tab of the armoury, all weapons would have their checkboxes enabled, and an additional button for 'Return selected items to armoury' would be placed at the bottom next to 'Borrow selected items'.

Two other small changes that would be nice are to allow supporters the same permissions (at rank 0) as the character they are supporting, and to allow items that you own in the armoury to be borrowed by your character.

Also, please make the leadership timer longer and reset if you play at all (i.e., on an alt), not just on the actual leader character.

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General Discussion / Stakes
« on: March 19, 2013, 01:34:18 am »
lol
(click to show/hide)

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Faction Halls / Re: CHAOS - War is Hell (NA Faction)
« on: March 05, 2013, 02:10:45 pm »
New and exciting!

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General Discussion / Re: [Applications] Item balancers
« on: March 04, 2013, 04:27:23 pm »
I am an active player, I usually have 3-4 alts that I run around on.  I've played pretty much every class.  My main is a level 34 2h cav, I currently have polearm, xbow, great lancer, and hx alts.  I've been playing the game for a pretty long time (since the old xp/gold/retirement system), and spend way too much time testing game mechanics and arguing about item balance with Tydeus.

Generally, I think fights last too long as a result of a long stretch of small nerfs that generally made the game slower and less exciting.  On that note, I think 2h is in a good place and the other melee classes should be buffed to meet it.

The more specific issues I currently perceive with item balance include:
* 1h cut is (mostly) underpowered
* 1h stab is borderline unuseable
* 1h weapons have a ton of models but too little variety in actual stats
* Most polearms are underpowered, especially with the new turn speed mechanic coming in and the removal of polestagger.  Most could very justifiably use a buff.
* HA is underpowered at level 30 or below, though it becomes very good at post-retirement levels.  However, this is a game mechanic issue rather than an item issue.  This might be alleviated by changing (halving?) the amount of bonus HA skill gives and letting people take it every 3 points of agility to allow 21/27 agility builds to maximize their horse archery skill.
* HX is overpowered, and this is definitely an item issue.  I would suggest a relatively harsh nerf to light crossbow/hunting crossbow damage and a slight buff to reload speed.
* Cavalry bump damage is too high, especially on mid-tier horses
* Crossbows are too easy to hybrid because they have no direct damage modifiers related to character stats.  Also the arbalest is not a good weapon when compared to a heavy crossbow.  This is a tricky thing to fix because you don't want to overbuff the arbalest, but you want it to be effective against plate and also encourage arbalest users to target plate over unarmored targets.  My suggestion to try and fix both of these problems would be to remove the 'extra penetration' flag from all crossbows except the arbalest, then add a wpf curve to the class.
* 2h class is balanced internally for the most part.  There are very minor stat changes that might be made, but most of the weapons feel at least viable.  Also make studded warclub 1h/2h and useable on horseback and make long iron mace useable on horseback (since they don't have crushthrough anymore).
* Throwing is okay, but it's the one class that I truly hate playing because I am absolute garbage at it.  I will probably abstain from most throwing discussion, other than mentioning that they really need to be able to jump when they throw, and that change should probably be reverted, even if it means archer/xbow jumpshots coming back.
* Shields are (mostly) okay.  There are a few that could use a tweak (like the one-shottable round steel buckler, even though it's 0 slot).  Controversial opinion: I think everyone should be able to pick up shields, shields should be nerfed, and shield skill should be buffed to compensate.  It would solve a lot of the perceived ranged problems, and archer kiting could possibly be un-nerfed.
* I just finished an archer gen on an alt, and I think that it's in a pretty decent place.  I don't really like the arrow weight change, and would rather see a mechanic or metagame change to discourage kiting instead (like the shield thing).
* In general I think armor is okay, except that it really, really drags out fights.  I actually preferred the way armor worked before the armor soak changes.  In all honesty, though, I am a light armor player unless I'm in a strat battle, so I would need to take a more in-depth look at armor as a whole before suggesting any changes.  I would also want to see the weapon classes mostly balanced before working on any major armor changes.

I think that's about it.

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edit: Someone pointed out to me in teamspeak that my programming background may be worth mentioning.  I've also taken a brief look at the warband module system and have a (very) general idea of how it works.

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General Discussion / cRPG is being patched, please stand by...
« on: March 04, 2013, 12:07:07 am »
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Lets look at some other two handers that have the 1h/2h flag:

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Now lets look at the Studded Warclub's stats:

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The studded warclub is slightly longer and faster than the morningstar (and is of course balanced), but has far less damage and weight.  It's much, much shorter than the goedendag, doesn't have nearly as good a stab, though it is slightly heavier and has a little more damage.  It fits very neatly in-between, and is (arguably) inferior to both.  Giving it the 1h/2h flag to make it carryable in one hand would be a small but effective buff to make it a more attractive weapon.

Also, obligatory "It doesn't have crushthrough anymore make it useable on horseback again."  It would give 1h players the nice longer blunt alternative on horseback that they've been clamoring for without having huge balance implications (since 2h weapons take a damage and speed penalty on horseback).

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General Discussion / Re: Dear chadz and the Item Team
« on: March 01, 2013, 01:46:34 pm »
After reading through the thread, I have three points to make.

First, I agree very much with chadz on the new programmers thing.  I'm a graduate student in computational science, so I do a literal fuckload of programming in a bunch of different languages.  I had it in my head for awhile that I'd try out the whole warband modding deal and see if I could maybe help out with crpg.  After downloading the module system, I can completely understand why it's a huge time investment to get someone trained to use it properly.  I just didn't have the time to put in to learn it, so I gave up trying on my own.  Now, if chadz/cmp/paul/anyone who knows the warband module system properly could put together a small example, explain what's going on, and post it in a thread to get people started, maybe they could drum up some interest.  Hell I might take another crack at it.  However, it would still involve a lot of training and patience from the devs even if some promising young starry-eyed programmer springs forth from the community.

Second, regarding the 'mod is dying do new things' part of the game, new, better gamemodes would probably help a lot (see: conquest), but strat battles are also a tremendous way to get people to play.  I think something that might be nice would be to set up a 'sponsored' strat battle once or twice a week (on NA and EU), where both armies are outfitted with a large amount of troops/gear and have the maximum allowable mercs per side. Commanding rights could be sold at auction the week before.  Granted, there are already high gear value, high troop count battles going on in strat, but having a guaranteed big experience battle might be nice.

Third, a full wipe really can't be the answer.  It'll just drive people away.  However, doing a wipe with some benefits from the experience/looms/gold/gens/titles/whatever you've got on your old character might be appropriate, but it would also need to come with some very drastic gameplay changes to get people on board.

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Faction Halls / Re: F**k It Dude, Let's Go Bowling (FIDLGB is back)
« on: February 28, 2013, 08:39:39 pm »
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reading comprehension lol

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Sell/Trade / Re: Xol's Loom Station (Selling +3 Bow for 2 Loom Points)
« on: February 23, 2013, 11:54:11 am »
Switching out my bow/bodkins for crossbow stuff again, looking to get 2 loom points out of this masterwork bow.

Sold.

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General Discussion / Re: Nditions Teamspeak
« on: February 21, 2013, 10:46:18 pm »
As someone who's used mumble quite a bit for a different gaming community, it's easily the best VOIP out there.

That said it's just flat out easier to get everyone in teamspeak for a strat battle.

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